4. Which

So let’s say you’re locked in this little house. The only exit you can see is bound up hopelessly by chains and clearly inaccessible. As you wander through the darkness, fumbling through empty drawers for a key, you start to find cryptic messages in white scrawled onto the walls.

And then let’s say, for hypothetical purposes, you find her. A headless woman with gaps in her chest who follows you around ominously by teleporting glitch-tastically. You search for keys and clues through the house together and return to the only way out of the shadowy prison: a single door. Then let’s say, for all intensive purposes, that this woman you find suddenly has a knife.

Mike Inel’s “Which” conveys a strong message that requires you to play the game twice to get both endings. The experience is also available in 3D! Hoorah!

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